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jd40

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jd40 last won the day on December 5 2019

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About jd40

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    jd40
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  1. Thanks a lot for this awesome guide guys! Just wanted to add something, if you get this to work, you'll probably get strange lighting results. That's because vrad recently started doing something with lighting origins. When props are combined, the center of the newly combined prop will be used as the lighting origin. This can sometimes be inside brushes etc. You can fix this by adding -StaticPropLightingOld to vrad's params.
  2. Ohh yeah the one where you have to climb on some crates in a dark corner that don't even look like you should be able to get on. That one took me a while too lol. I was climbing all over the place but only looked up once I heard the inflating explody thing. I suspect the physics feel sticky because they tried to limit you from picking up too much weight? Could be done better for sure. First time I tried moving a ragdoll I thought it was stuck in the floor or something.
  3. Good point. I made the sun more orange initially to try and bring some more color to the map because our textures were a bit washed out. Jakuza ended up just recoloring all of the textures. The lighting can now go back to the first, more accurate style for sure.
  4. We are very much looking into giving it a "color pass" adding some colorful details on the pillars and walls.
  5. Hey here's some of our progress. The map is coming along nicely and hopefully it will be in a playable state by the deadline A sizable part of the map is still fully greyboxed so we're working to finish that up. We're also thinking of ways to colorize it or add more contrast because right now it's looking a bit flat. We'll probably go with black marble elements with white/gold writing on them. And some more overgrown stuff by the coast.
  6. Layout update: Shrinked the map to a more reasonable size. Moved A split closer to the bombsite entrances. Second B entry is now only connected to mid. Added more cover to both bombsites. Added a back path for CTs to bombsite B. Blocked some sightlines around T spawn. Here's a comparison showing the changes, radars by @Terri's auto radar!
  7. My wingman map that's going on hold for the exotic contest. Had a modular set and everything
  8. Those are nothing special really, I just made a flat grid of 512x512 displacements and painted some geometry on Z axis.
  9. Update: No longer working on this map as of september. I may continue working on it some time after the contest. My contest map will be set on a hill with a cable car station. Bombsite A will take place inside the station, while B will be under a huge tent housing an ancient ruins exhibition. The layout is very much a WIP and not ready for playtests yet, but hopefully it will be soon. Some screenshots below:
  10. jd40

    [CS:GO] de_austria (WIP)

    Had pretty much the same experience, except I knew the maps would be switched up in January (because I specifically asked). Didn't know the playtimes, was a little surprised it was biome that stayed, especially since it had the longest MM queue times. Would be good to have a playtime API like operation hydra did. I guess for now it's best to just ask them how your map is doing playtime-wise and hope they answer. Did you check out reddit comments? I think there's a lot of feedback in various update and map related threads on r/globaloffensive.
  11. jd40

    [WIP] de_biome

    Nice catch, I always forget this prop has no collisions on the bottom
  12. jd40

    [WIP] de_biome

    Thanks! I do think the map could do with another visibility pass, but never thought those little decals would be a problem. Thanks for bringing it up. As for A, I could replace some boxes with chemical tanks. Definitely gonna wait to see how it all plays out on the faceit tournament before changing the art.
  13. jd40

    [WIP] de_biome

    Thanks for the tips! definitely something I'll look at in faceit demos.
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